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automatonvx

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TimestampSince previousGameautomatonvx's comment
Apr 27 23:56:17 Ancient Maze (starring Mathilda Ayume) ♥ 1 Phew made it to the end eventually.. I have to say it was a little infuriating because the timer for spikes is quite long I kept getting impatient and chancing it and inevitably getting killed. Love the minimal retro aesthetic and artwork was really nice. Basically agree completely with the feedback from @mexou. I have a habit of getting lost in games anyway so a maze game was likely to be a bit frustrating for me personally. Would have been nice to see a a bit more variation of obstacles I was defintely feeling like I had seen enough of the old wait for the spike by the end. So maybe a little long for the amount of obstacle variation on offer. Also before you get the torch upgrade the tiny light area combined with the one shot death feels maybe a bit harsh. Music had a nice feel to it but in the end the loop got to repetetive for me and i had to mute. Overall nicely put together a solid entry.
Apr 28 00:11:20 15m 03s The NYPD Shaman ♥ 1 Fun take on the theme, always love the Pico-8 style... fun concept, but I found the car a bit awkward to control, also didn't like the movement stopping when the shaman talks feels a bit odd. Still great concept and original take on the theme.
Apr 29 00:09:23 23h 58m Grapple Tongue ♥ 1 Nicely done, the tongue mechanic was chaotic fun and kept me coming back till the end. Felt really polished for the visuals and a great soundtrack. Sometimes a little bit of bugginess for collisions but nothing that really spoiled the fun. Started on keyboard but definitely had a better time when I randomly tried gamepad and was pleasantly surprised that it worked. Kept on finding myself missing having a little jump as well as the grapple, maybe thats just the standard platformer conditioning that is hard not to miss. Anyway great job.
May 5 19:17:35 163h 08m Throneless ♥ 0 Great Art, couple of classic Unity weird tile seam issues though, not sure if you were using the Pixel Perfect Camera but I recommend it if not. Sadly the gameplay was a bit of a weak point, as others have said feels a bit clunky to control and the lack of options for what kind of attack to do took away from the strategic possibilities. As it stands there is not much point to the different level layouts since they play the same, run up to the enemies kill them, run to the exit, repeat. Maybe some sort of use of terrain to add strategic gameplay would be cool. Also really a shame you didn't get a chance to add more sound after title screen would have helped a lot for the atmosphere which to me is a quite a big part of a turn based game. Anyhow great work for 48 hrs but probably a bit on the ambitious side for the time.
May 7 00:32:27 29h 14m MineWell ♥ 1 Sweet game, had fun. Got to the end but probably not a great score 3980. Not much to say, it a nice fun little idea that fits the theme nicely and is executed well. Art is cute, chippy sound track is nice and fits well. Only criticism is its pretty short and would have been nice to see further mechanics introduced enemies with new patterns other hazards to negotiate etc. etc. but for 48hrs solo you really can't expect too much content so great job really.
May 7 00:43:53 11m 26s Fly Brie To The Moon ♥ 1 wow so many cheese puns. Fun concept, minigame gameplay is a little weak, but ok, Art is nice in places. Shame there was no sound, that could have helped quite a bit for atmos and giving a bit more life to the minigames I think. oh well good job anyhow.
May 9 20:20:39 67h 36m Deep Dive ♥ 0 Core gameplay is quite fun with the inertia physics trying to carefully naviate around and blowing your way through the path is also strangely quite satisfying. Just needs a bit of juicing up, visual feedback for collisions, thrust some SFX and music for atmosphere. On my first play I was totally confused because i guess sue to the procedural generation I had no visible walls on screen so not even sure where i was meant to be going, subsequent ones made more sense. Would have been nice to keep track of high scores to encourage teh player to push themselves for another round. Overall a solid effort.
May 9 20:38:11 17m 32s Heavy Fall ♥ 1 Pretty good, the graphics are sort of really well done, the character designs are good, but there is something a little bit off about the pixel art, like maybe you are more used to traditional art than pixel or something. Basic gameplay is fine, certainly reminds me of elevator levels in many a classic beat em up, there is a good variety of enemies, as others have said the secondary attack is overpowered, probably just need a cooldown or something to avoid being able to use it so much. Nice overall level of polish with the tweening UI visual fx etc. For me the music loop got annoyingly repetitive pretty quickly, but having any at all for compo game is pretty good going. Solid
May 11 19:50:32 47h 12m acro bat ♥ 2 That was pretty great, made it to the end.. it wasn't so hard, just about right, challenging in places but not enough to rage quit. Controls were pretty good, would have loved gamepad support though, graphics were nice in 1 bit retro style, would have liked the option to make the screen bigger to get a better look at them. Gameplay was good, you got a lot of mileage over that interesting little platformer mechanic, was only missing some appropriate sounds to go with it. Great job.
May 11 20:05:35 15m 03s not a gaem ♥ 1 like a strange psychological experiment or art for the post video game generation. I found it hard to turn away and stop the collecting even though I knew there was no reason to stay. Interesting.
May 11 20:14:54 9m 19s Deep Space Beat ♥ 1 Really like the retro 3d vector aesthetic, found the enemies pretty hard to predict. While the steppy movement following the beat is cool in a way, I feel the style of movement somehow a bit uncomfortable to play in a slightly dizziness inducing way. Only made it 7686 and I think that was mainly just good luck. Music is quite nice too.
May 11 23:27:46 3h 12m Nuclear blaze ♥ 1 The pixel art is great and the fire,water and smoke effects work really nicely. Some audio would have been great of course particularly because the setting really lends itself to being atmospheric and sfx/music would have really helped bring that out. The fire spreading is really nice and adds a fun strategic element to making sure you keep it all under control before it blocks your path, The core mechanic is fun but by the end is starting to feel a touch repetitive. Still made it to the end.
May 11 23:45:37 17m 51s Yet Another Shmup ♥ 1 Feels pretty polished, the art is solid and SFX, BGM,particle effects etc. were appreciated to give it a nice feel. Not a fan of mouse to move over traditional WASD I have to say. With the firing patterns of the enemies it seems the best strategy is just to avoid them completely otherwise there would be no way to avoid taking a bit of damage most of the time. The recharging lazer was a nice touch that added a bit of novelty for classic shmup formula. Trying to beat my high score kept me coming back for a little while. Also bonus credit for going the SDL C++ route intead of using a full engine and still bothering to get a web version made. Solid entry.
May 14 18:54:47 67h 09m It's Nice Down There ♥ 4 Fun entry, pretty atmospheric, the glitchy effects are pretty interesting and add extra tension, although the sound when the play gets a little annoying after a while if it happens alot. Made it to the end was shorter than I expected also weirdly I struggled most with the cat right at the beginning compared to teh rest of the levels. Good job
May 14 19:11:07 16m 20s BritaMiner ♥ 0 Simple mecahnic but executed pretty nicely, the basic gameplay is fun and the visuals were pretty nice in a sort of minimalist way. Only problem was that the difficulty didn't seem to ramp up so I felt I could have easily gone on forever, i gave up after 348 and something. Could be easily fixed by just increasing teh scroll speed over time, or maybe not being able to go up a block at all, although that might feel a bit unfair if you get trapped in a pattern that you couldn't really see. Once I got the hang of it I could zip around with fast keyboarding and pretty much 100% all the available gold, so maybe limiting how fast you can move could also be an idea. With a bit of balancing would be a pretty good little mobile distraction game I think. Great effort for your first jam.
May 14 19:25:44 14m 37s Glitch Dip ♥ 2 Pretty fun, somehow the atmosphere reminded me a bit of hotline Miami, but in a retro 3d shooter style. Only problem I had was a bug where on the giant hippo level I must have got killed by it as I was dropping down to teh next level and then got stuck in a loading screen although I could still shoot and make sound FX. After it happened once, restarted, got to the same place and the same thing happened again, then bailed. Would have loved gamepad support personally. Graphics were minimal but did the job, music worked well for the atmosphere too. Pretty Solid.
May 14 20:02:52 37m 08s Deep Sea Discoveries ♥ 1 Kind of fun, artwork is cute, felt like the gameplay needed some balancing to increase the difficulty to keep it interesting, increasing the difficulty as you go down further in one way or another. I felt like I could keep going a good long while and only died because I was starting to get distracted. Good job.
May 14 23:42:04 3h 39m Mini Miner ♥ 1 Nice game, the art style in low res pixel art is pretty nice and clean. Could use a few improvements in game feel, the jump is VERY floaty so doesn't feel so great, jumping on enemies is also not very satisfying as they just dissapear and you go through them, and the mining is a bit finicky about the collisions. Also more animations woudl have been really nice. Also to me, seems a bit of an odd control scheme, I would just stick the dig on the keyboard also personally, I was using one hand on cursor keys to move, one moving between spacebar and mouse (on left hand). There isn't really much of a challenge there, I just ran through all the levels without ever feeling I was in much danger, could be improved by adjusting jump to be quicker and maybe make the enemies faster also or have some which fire projectiles also or something. I enjoyed the music, but see you opted out so I guess that was third party. So nice style, could use a bit of polish in gameplay and feel.
May 15 00:11:05 29m 01s MagiCave ♥ 3 Found this one pretty fun, tried a few times but still didn't manage to beat the boss, agree with all @recher points. Also with all the particles from the exploding bricks its quite difficult to see the boss projectiles I need to dodge, these could also be more clearly differentiated from the other particles and pickups. Also I wanted to be able to kill the annoying orb enemies to stop their number buildig up sometimes as I went down, but as far as I could see my bullets didn't seem to be any good against them. Would have been nice if maybe the boss didn't catch up quite so quickly after a long drop to give the player a bit of a chance to get some pickups before having the floor destroyed. Also I wouldn't recommend putting a webGL build for this kind of post processing heavy 3d game, it ends up not looking so good in browser so players get a lesser experience. Overall had fun, gameplay was good and graphics were pretty nice and over the top.
May 15 01:00:34 49m 29s The Great Machine ♥ 1 wow pretty great, I kept going for a good long while before I called it a day at 15000 and it seemed I had seen all there was to see. The core loop is really nicely designed with getting deeper to get more gold to get oxygen whihch makes mining further easier etc. All feels really well polished for a game jam too, art is nice, sound is also great with the little elevator music while going down etc. Only downside was limited number of reused levels. I would have rather had an ending after all the variations had been exhausted also or some increasing challenge because I felt I coudl have carried on forever pretty easily. Also I second @ancooper with the gamepad request, predicsion platforming with keyboard isn't so fun. Still great work though.
May 15 11:35:04 10h 34m Hellscape ♥ 1 Like the concept and the driving music had me in the right mood but a few issues got in my way. I couldn't figure out why but sometimes I could shoot and sometimes not the amount of bulletes flying with a few enemies on screen was sometimes just way too much for me to have a hope of dodging I found the best strategy was just keep running around and let them kill themselves by blowing up up the oil drums and usually accidentally run into the exit. Would suggest not opening the exit till you have cleared the floor. Also I didn't understand the point of the in between limbo levels that change to platformer style. Especially as the sprites look the same it was pretty confusing to be suddenly falling due to gravity. Also could have used some visual feedback when I was getting hit because first of all I thought it was being buggy until I noticed the health at the top left. Anyway, fun for a bit marred by a few issues.
May 15 11:57:37 22m 33s The Hidden Unknown ♥ 1 I really like the Thomas was Alone style aesthetic but the gameplay is a bit lacking as it stands, its just a matter of place the wires at the limit and keep going down then backtrack (which is sort of annoying and not fun) to restock the wires. Also the movement doesn't feel great, its meant to be a jetpack but behaves like infinite jump and does not limit the speed. I like the terrain deformation and (i'm assuming procedurally generated) terrain. The aesthetic, sound and lighting made it quite atmospheric. So feels like it has potential but to me is missing some crucial elements to spice up the gameplay. Still Compo time limit is prety restrictive so good effort all the same.
May 15 12:33:10 35m 33s Save the Queen ♥ 0 Fun gameplay idea of dynamic tower defense where you choose what blocks to open up to get resources to build more towers. Unfortunately I was finding a lot of lagginess (playing in firefox) that made it almost unplayable at later stages (i got to wave 4). It also took me quite a while to understand what was going on that could have been made clearer. Like the towers cost 300 dirt, I control a tiny, hard to see little red ant that goes place to place to pick up dirt and put down stuff, would suggest skipping that character and just do his actions automatically. Could have done with a visible timer that shows that a tower is being built, other than just waiting to see one appear next to the cursor , also probably because you can't place them close together and this is shown by hiding the tower it seemed to me for a long time that building towers was not working, until I fully understood the rules. At later stages the ants all seems to get stuck and pile up, I'm assuming the pathfinding was struggling at this point. Anyway once you get over the initial learning curve the gameplay is really fun and its a solid idea, but really needs some polishing up. Also I wonder if a downloadable build would have less lagginess than a web one. Still good work. EDIT - Played again on chrome - definitely lags alot less, but by wave 6 was still struggling. At some point I had enough towers set that I could leave it to play on its own without further intervention, checked back later and i won :) save_the_queen_victory.png
May 15 13:11:21 38m 11s Watch Out Below ♥ 1 Great job for a first jam. The art is nicely done, wish I could have full screened to see it better, gameplay works well although the switches seem a bit finicky sometimes. Solid effort.
May 15 14:02:29 51m 08s Monkey Quest ♥ 0 Graphics are so cute and the music is great and fits well too. Excellent work
May 17 20:12:35 54h 10m Descentris ♥ 0 I thought this worked really well as a gameplay concept, in the end I ended up blocked in way that feels like it was pretty out of my control, so maybe a bit more careful tweaking of the random minefield would be needed to avoid that (or maybe I just wasn't very good). Also maybe if I could see the next few pieces that are coming so if my brain is fast enough I can plan out a path would be cool maybe. Anyway really enjoyed playing. Artstyle is minimal but works perfectly well. The soundtrack is really atmospheric in that 80s sci-fi horror style that I am personally a sucker for. Fun gameplay concept, solid execution, Good times were had. Nice work
May 17 23:51:42 3h 39m Deep Debt Diving : Criming Deeper ♥ 1 I like the idea of running around the city jumping in cars and playing a drug dealing pixelated chracter exploring the city and stuff is potentially fun, but I really needed a map (or smaller world) and my car seemed incredibly slow and felt a bit painful to drive + all the other cars were driving insanely fast and kept hitting into me. Managed to find one dealer buy some overpriced stuff take it to another and realise i had got a bad deal.. but then was just driving around and couldn't find another one again. Not sure if just driving back and forth trading would be fun enough in itself, maybe. Sort of felt like I should be armed. Got potential but probably a bit of an ambitious project for LD.